Yes, they all are of different classes, and I reparented them to the border widget containing the dispatcher, used a brand new create widget node, and still get the User Widget output. As i said before, i was creating the submenus in the main menu in a single loop to avoid looping twice and getting the current index to populate the submenu inside the border. Now i moved the submenus population to the border itself and getting the index of the table by using the engine naming convention _C_? and getting the rightmost character, keeping out the last index because it’s the exit confirmation and there’s no need for a border like in the submenus. So the loop in the main HUD creates the buttons and a border inside the switcher, and when the border gets created, adds itself the content it needs from it’s index on the table and not beign forced by the Main menu using the loop index.
Had an Editor crash at loading the project late last night after not sleeping for almost 40 hours, so I went to bed and in the morning I had to move my UI folder outside, open the project, copy the folder back, disconnect all construction nodes on the conflictive blueprints and start to depurate one by one. Meanwhile I moved to another UI functionality (auto update input device type icons) to clear my head and try to find a solution for the menu dispatchers.
Here’s where i’m at with the menu:
I compare the title of the current frame (second level) to the text from the table, to populate the correct submenu.
I’m debugging step by step. Right after the branch, i get equality
Right after creating the child still get them equals
But as soon as i add the widget everything breaks.
and i’m getting double items beign added.
In Game they seems normal, i can switch submenus and they behave as exepected, and don’t look doubled.
Somewhere along the way i broke it, or it was already broken and i didn’t noticed, and it’s weird becase i tend to debug in almost every step of the way.





